diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index 165835229..58e1a747e 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -1851,8 +1851,27 @@ do -- Patrol methods -- Calculate the new Route. local FromCoord = PatrolGroup:GetCoordinate() - local From = FromCoord:WaypointGround( 120 ) - + + -- test for submarine + local depth = 0 + local IsSub = false + if PatrolGroup:IsShip() then + local navalvec3 = FromCoord:GetVec3() + if navalvec3.y < 0 then + depth = navalvec3.y + IsSub = true + end + end + + + local Waypoint = Waypoints[1] + local Speed = Waypoint.speed or (20 / 3.6) + local From = FromCoord:WaypointGround( Speed ) + + if IsSub then + From = FromCoord:WaypointNaval( Speed, Waypoint.alt ) + end + table.insert( Waypoints, 1, From ) local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" ) @@ -1892,7 +1911,16 @@ do -- Patrol methods if ToWaypoint then FromWaypoint = ToWaypoint end - + -- test for submarine + local depth = 0 + local IsSub = false + if PatrolGroup:IsShip() then + local navalvec3 = FromCoord:GetVec3() + if navalvec3.y < 0 then + depth = navalvec3.y + IsSub = true + end + end -- Loop until a waypoint has been found that is not the same as the current waypoint. -- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly -- what it is supposed to do, which is making groups drive around. @@ -1907,9 +1935,13 @@ do -- Patrol methods local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } ) -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task local Route = {} - Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) - Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) - + if IsSub then + Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth ) + Route[#Route+1] = ToCoord:WaypointNaval( Speed, Waypoint.alt ) + else + Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) + Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) + end local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint ) @@ -1950,9 +1982,20 @@ do -- Patrol methods self:F( { PatrolGroup = PatrolGroup:GetName() } ) if PatrolGroup:IsGround() or PatrolGroup:IsShip() then - + -- Calculate the new Route. local FromCoord = PatrolGroup:GetCoordinate() + + -- test for submarine + local depth = 0 + local IsSub = false + if PatrolGroup:IsShip() then + local navalvec3 = FromCoord:GetVec3() + if navalvec3.y < 0 then + depth = navalvec3.y + IsSub = true + end + end -- Select a random Zone and get the Coordinate of the new Zone. local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE @@ -1960,9 +2003,13 @@ do -- Patrol methods -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task local Route = {} - Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) - Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) - + if IsSub then + Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth ) + Route[#Route+1] = ToCoord:WaypointNaval( Speed, depth ) + else + Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) + Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) + end local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax )